SETH STRIKES BACK (Demo)

 

Levels by 911

 

Walkthrough by Phil Lambeth. Video walks have also been posted by Doggett TV and by Steven3517.

 

 

Level 1: THE OLD CITY

 

After the opening flyby, begin in a driving rainstorm. Check the entries in your diary for some important information. The quad bike is inoperable, so head into the SE alley past some steps and shoot the ninja waiting around the corner. Open the W door to an office, shoot the scorpion inside and turn around to engage another ninja trying to sneak in behind you. Take the SECRET PHONE NUMBER from the small chest in the corner and go through the S opening into a courtyard.

 

Push the button to your left to open the garage door and shoot the ninja inside. Pick up the the uzi ammo he dropped, take the CROWBAR from the table and pull the Jeep two times to reveal a floor trap door. Open it, drop down for SECRET #1 and shoot the boxes in a small storage room for shotgun ammo and uzi ammo. Pull back out and return through the office to those steps you passed by earlier. Go on up to encounter another ninja at the top. Continue through the alley to an upper courtyard and shoot two scorpions. Open the NE door and follow down the winding steps to another office. There's a closed trap door at the NE corner, but for now there's nowhere else to go.

 

Return halfway up the steps, jump over the railing to grab the W opening and pull up for a large medipack. When you pick it up a ninja materializes behind you. Return for his uzi ammo and get down to the opening courtyard. Go to the W building, open the door there and step inside to greet the inevitable ninja in the stairway to your right. Step up to the wall phone next to the doorway and use the Secret Phone Number to initiate an irrelevant conversation and to trigger a cut scene of that closed trap door you saw in the previous office.

 

Go through the W opening, shoot two scorpions and pick up the WOODEN HANDLE lying next to the broom propped up against the W wall. Grab the uzi ammo in the SW corner, return to the office and go up the stairway of your choice to an upper lounge. Go out NW onto a walkway and open the N door to a storage room. Shoot the boxes and go around to collect a large medipack, uzi ammo, grenade gun ammo, shotgun ammo and flares. Kick in the floor panel in the alcove where you found the flares, enter the crawl space and follow around to another storage room. Take the SHOTGUN from the table for SECRET #2 and grab the revolver ammo and uzi ammo before leaving.

 

Return to the upper lounge, loop around right to the parallel walkway and open the S door. Shoot the scorpion, pull up onto the NE crate for uzi ammo and open the W crowbar crate to reveal the UZIS for SECRET #3. A cut scene shows an approaching ninja, so arm yourself for his arrival. Return to the lounge and go on through up the E steps. Turn right onto the outdoor balcony and follow around to a grated alcove containing revolver ammo and a large medipack. Stand right and face the E building. Take a running jump SE to grab the wall crack beneath the window and shimmy right until you can pull up into an alcove for SECRET #4 and shotgun ammo.

 

Safety drop to the ground and head toward that SE alley you visited at the beginning of the level. Go up the steps to the courtyard, continue straight across through the N doorway and go down the winding steps to the office. The NE trap door is now open, so hop down and follow the passage to a floor hole. Use the ladder to climb down, reverse roll and run forward into a green-tinted control room for SECRET #5. Shoot the boxes for a small medipack, uzi ammo, grenade gun ammo and the GRENADE GUN. Climb back out and return to the beginning courtyard down below.

 

Go through the NW corridor and alert a ninja who drops uzi ammo. There's a closed gate at the end of the corridor, so return to the courtyard and open the door to the N building. Shoot the ninja inside, pick up his uzi ammo and note the flares beyond the grated window. If you like, you can exit the building now, loop around left and pull up W into the window opening for those flares, note the steps leading down to a closed door and return. In any event, go between the bookshelves in the N building and find a floor trap door at the end of the NW passage. Open it and drop down into a spartan workroom.

 

Take the METAL BLADE from the table to generate a short and mild earthquake while a cut scene shows the area where you need to dig. Push the shelves in the S alcove to reveal a crawl space. Shoot the grate and crawl inside for SECRET #6. Grab the grenade gun ammo and return to the previous room. Push the button to open the NE door. A cut scene warns of an approaching ninja. Go up the steps and grab the flares in the window if you didn't do so earlier.

 

Back in the beginning courtyard, turn left into the E alley separating two buildings and shoot the wooden barriers. A ninja is waiting just around the corner. Follow around to a dig area where an onscreen message notifies you of a new diary entry. Shoot the scorpion, and for a couple of extra pickups go to the NE corner and loop around into the fenced corridor to encounter another scorpion. Pick up the flares and large medipack and return. Combine the Wooden Handle and Metal Blade, stand in the middle of that large X you see on the ground (facing E where you get a fixed camera) and hit the action key to start digging with the SHOVEL. After a while you've created quite a large hole, so hop down the blocks and run forward to another fixed camera and a level change.

 

Level 2: ARCHEOLOGICAL DIG

 

Slide down to land near a floor hole. Drop down and follow to a fixed camera that releases after a few seconds. You're standing at the edge of a deep pit. Hop down NE with grab to land on the ledge below and take a running jump S to grab the opening. Pull up into the passage and shoot two scorpions. Continue to the end of the S passage for a small medipack and return to the W floor hole. Climb down the ladder there and shoot two more scorpions down below.

 

Enter the W side passage for flares and continue to an open area and another fixed camera. Hang from the ledge to draw out three scorpions, then drop down into the lower pit and shoot them. Go through the NW opening, safety drop still lower and crawl past the low ceiling into an underground passage. Shoot the box for flares, ignore the "do not enter" warnings and crawl over the grate into a dig area. Yes, I know there are lots of fixed cameras in this game. Shoot some bats and note the new diary entry (yes, you have to scroll through them all as more are added).

 

Vault onto the short crate to your left, jump up to grab the metal supports and monkey swing along the track to drop onto the scaffold against the W wall. For some pickups, jump S to grab the higher ledge, pull up and hop E onto the metal supports. Grab the uzi ammo a bit to your left, then go around to the rock ledge against the E wall for a large medipack that registers as SECRET #7. Return to the W ledge, hop back from the edge and stand jump with grab to glide down onto the scaffold. Run forward, jump to grab the N ladder, climb down as far as you can, shift right near the bottom and drop onto a wooden ledge.

 

Jump to the metal supports E for flares and continue around to the SW corner. Drop down there for shotgun ammo, pull out and hop down to the floor of the dig area. Go to the NW floor hole past the fork lift and drop down for uzi ammo. To start clearing the area of enemies, get out and shoot the danger sign next to the fork lift to release two jackals. Enter the E passage to flush out another jackal around the corner, and finally enter the smaller S passage to bring out a ninja who drops uzi ammo.

 

Continue along this passage to a deep pit. Safety drop down, shoot the obligatory scorpion and pick up the shotgun ammo and uzi ammo. Enter the NW passage and pull up into a small room with a fork lift. When you hop onto the green ledge a ninja pulls up behind you. Pick up the UZIS, hop down and climb the metal supports next to the fork lift. Shift left around the corner, drop two and shoot two large jars if you wish to release two scorpions. Go back and take a running jump to grab the E opening. Pull up into the passage and crawl to a room with a grate blocking the N opening.

 

Activate the crowbar switch at the S side of the room to release a deluge of sand that collects in the room below and enter the S passage for flares at the end. Return W to the previous room, pull up into the N passage and follow around to a floor hole. Hop around the corner for a large medipack and safety drop to the passage below. The pit is now filled with sand, so run across to the S opening and pick up the shotgun ammo in the next room. Shoot the ninja who appears at the entrance and also the nearby boxes, one of which contains the HANDLE.

 

Go across the sand pit into the N passage and go all the way to the far wall. Turn left and follow through a bat-infested passage to a new room with a jackal and a ninja perched on a high scaffold. Shoot the NW box for the pleasure of dealing with another scorpion, note the closed door, take the CROWBAR (why another one?) from the nearby table and locate the uzi ammo dropped by the ninja. Climb the S ladder, shift left and drop onto the scaffold, jump NW to the next scaffold and shoot the ninja who has appeared at the entrance. The box on the SW green ledge hides a small medipack. Jump over to the NE green ledge and shoot the box for uzi ammo. Safety drop to the ground for the uzi ammo dropped at the entrance by the ninja, shoot another scorpion that may appear and climb back up the ladder.

 

Make your way over to the crawl space in the N wall, get inside and crawl to the other end. Safety drop to the ground and arm yourself to deal with two ninjas, one in front of you and the other behind you, who start firing at you during the ensuing cut scene (rather unfair, to say the least). The S doorway leads to the room you just left, so pick up the uzi ammo dropped by the ninja on that side, get on the raised slab next to the spike pit, jump up to grab the metal support and monkey swing over the pit to the N side. Drop down, pick up the dropped uzi ammo and shoot the near box to release a scorpion. Two bats are aroused as you continue forward. The box in the far corner hides the CAR-JACK BODY.

 

Use the crates against the W wall to reach the top of the metal support. Take a running jump to grab the crawl space in the E wall. Pull inside for SECRET #8 and grab the large medipack at the end of the passage. Return, safety drop to the floor, use the crate to get on top of the metal support once again and go to the S end for flares. For a short cut, don't drop to the floor from here, but jump S to grab the crawl space. Pull inside and crawl to the other end, drop onto the scaffold and make your way over to the opening in the SE corner. Hop in with grab, find uzi ammo in the corner alcove, hop back out, combine the Handle and the Car-Jack Body and face the S wall to place the CAR-JACK and open the trap door over your head.

 

Hop out S and shoot the approaching ninja. As you might expect, he drops uzi ammo. Locate the ladder in the S wall and climb up past the ceiling hole to pull up for shotgun ammo. Get back down, vault up into the E opening and turn right to find a crawl space. Go on through and follow around to reach a fenced-off area. Hop onto the rock pile and pull up S to a higher passage. Continue to another room with a fixed camera, shoot the jackal and ninja. Go out W onto the fenced balcony, shoot a ninja at one end and find flares at the other end (stoop to pick them up). Go through the E opening to a room with crates, one of which has a crowbar door that opens up to the ARCHEOLOGICAL DIG KEY.

 

The large jars are empty, so exit SW and get back down to the rock ledge separating the two rooms. Slide down to the previously explored E room, continue through the E passage and follow to a room where you can climb the metal supports and shoot the large jar on the E ledge for shotgun ammo. Drop to the ground in front of a door that you can open with your newly-acquired key. However, if you wish to go for the next secret, turn around and climb onto the NW metal support. Face S standing near the wall, save your game for a long timed run and take a running jump to activate the nearly invisible jump switch over the entrance. An upright coffin opens somewhere, but getting there requires quite a bit of backtracking. Since the route is timed, you may wish to do a practice run first.

 

Sprint forward the way you came and turn right (N) in the room with the crates. Turn left at the wall and follow the W passage to the room with the sunken floor. Climb the ladder in the S wall, shift left and drop onto the scaffold, jump with grab into the E opening, hop up past the opened trap door, vault up E onto the rock ledge and enter the crawl space to your right. Follow to the fenced-off area, hop onto the dirt pile and pull up S. Continue around to the room with the grated ceiling and run straight across to the (hopefully still) open coffin against the N wall.

 

Continue into a small room and climb down the ladder in the floor hole for SECRET #9. The imprisoned mummies awaken when you approach their glass cages but otherwise offer no resistance. Go around the room to collect uzi ammo, a small medipack, shotgun ammo, a large medipack, revolver ammo and finally the REVOLVER, climb back out and push the floor lever twice to re-open the coffin. Retrace your steps as described in the previous paragraph, and when you reach the room with the climbable metal supports, open the E door with the Archeological Dig Key and follow the passage around to a new dig area.

 

Shoot two jackals and loop around right to open the S door and attract the attention of a ninja. Shoot the boxes in the small room for the LASER SIGHT and take the DYNAMITE from the table as a new entry appears in your diary. Exit to the previous room and climb the N or S metal support. (The N opening beyond the wooden barrier is for later.) Back flip near the top onto a suspended scaffold and get back down quickly as a ninja enters the room (he can shoot right through the wooden scaffolding). Pick up his uzi ammo and get back up to the scaffold. Jump to the W ledge and walk to the N wall. Jump up to grab the crack and shimmy right and around the corner until you can pull up into a crawl space for SECRET #10 and a spare REVOLVER (which was quite considerate of the builder in case you happen not to have acquired the previous secret).

 

Get back down to the floor and climb up to the scaffold once again. This time jump from the SE corner to grab the top of the higher wire mesh structure. Pull up into the crawl space and find a spare SHOTGUN for SECRET #11. Continue crawling to the SE corner and pick up the SECRET KEYS. Safety drop to the floor, rolling as you land to minimize your health loss. Climb up to the scaffold one last time, face N and jump up to grab the monkey bars. Monkey swing clockwise to the opening in the E wall, release and engage the ninja waiting in the room below.

 

Drop down, hop over the skull and crossbones railing onto the sunken floor, stand in the central circle facing E and use the Dynamite to blast the entire floor away as Lara takes cover nearby.  Before dropping down into the newly-formed pit, explore the S side room behind you for shotgun ammo, flares and a large medipack. Return to the pit, hop down and proceed E to a lower room where you'll find the SCARAB TALISMAN on a plinth. Pull back out of the pit where the sand has piled up and climb the SE or NE metal support. Back flip onto a suspended scaffold, jump W to the next scaffold and take a final jump to grab the W opening. Pull up, drop down the other side and now you can shoot that wooden barrier in the N wall if you didn't do so earlier.

 

Go up the steps, shoot the ninja just around the corner and follow to a dig room where two more ninjas are lurking to your left. One drops uzi ammo, the other a small medipack. Open the door to the N utility building, go inside and shoot the boxes to get them out of your way. Stand with your back to the table and jump up to open the ceiling trap door. Pull up through the opening and shoot the boxes for revolver ammo and grenade gun ammo. Drop back down, exit the utility building and use the crates NE or NW to get onto the roof of the utility building. Hop down through the hole and shoot the boxes for flares. Go through the N opening to engage another ninja. Go to the NW corner, back flip onto the slope and jump to grab the wall crack as yet another nearby ninja is alerted.

 

Drop back down, wait for the ninja to show himself at the S opening and blow him away. Get back to the wall crack and shimmy left to reach the spot where the ninja appeared. You can hear more footsteps down below, so safety drop to the roof of the utility building, shoot the ninja, pick up his uzi ammo, hop down the central hole, exit N and use the slope and wall crack to get back to the S opening. Jump up to grab the ceiling and monkey swing across the room toward the S mine tunnel. When you drop down be prepared to deal with two more ninjas, one of whom drops a small medipack. Follow the metal walkway and hop into the W alcove. Place the Scarab Talisman in the receptacle and watch the transitional cut scenes.

 

Level 3: UNDERGROUND TEMPLE

 

A mummy has awakened, so draw your grenade gun and blow it away. Shoot the spawned scorpion with a less formidable weapon and go through either arch down to a lower level for a new diary entry. The jars are empty, so shoot two jackals and push the floor lever to open the W gates and release another jackal. Enter a room with more empty jars and climb the pole through the ceiling hole. Back flip onto a surrounding walkway and go through the E opening into a similar room. Follow around through the next E opening and continue along the passage until you emerge in an open area and see a new diary entry.

 

Jump the central ledges past the pushpiece into the N alcove and pull down the timed wall switch to shut off the flames protecting a reach-in switch in the S wall down below. Reverse roll, run to the edge and climb quickly down the ladder to the room below. Reverse roll and sprint to the S wall. Use the reach-in switch and hop back before the flames return. A cage has risen between the two central ledges, so climb back up the ladder, jump to the pushpiece and move it over the cage to the S end, holding down the back arrow key so you'll hop back as twin hammers descend to demolish the pushpiece and leave behind THE GOLDEN SERPENT.

 

Hop into the S passage and return through the previous rooms. Jump to grab the pole, slide down and go to the closed E gates. Use The Golden Serpent to open them and enter the treasury. The sound of the door opening tends to drown out the chimes that signal SECRET #12. Note the lowering block with a marked tile similar to the one atop the raised cage. Activate the jump switch in the S wall to lower the block, hop down into the hole and enter the now-accessible E crawl space. Turn right at the crossing and lower Lara down the hole. Climb down the long ladder to a room with a receptacle that accommodates your Secret Keys. The door opens, so enter a small control room for flares, a small medipack, grenade gun ammo and explosive arrows.

 

Exit, climb back up to the crawl space (enter by releasing at the top and immediately hitting the action, crouch and up arrows keys simultaneously). Crawl N with a slight zigzag and lower Lara down the opening at the end. Climb down the ladder to find two sleeping mummies in the cross-shaped room below. They awaken only if you get very close to them, so decide how or if you wish to deal with them. Exit N to the side room and push the floor lever to activate some machinery in the previous room and raise an alcove grate. Return there, go around left and climb the W ladder in the central structure.

 

Don't pull up at the top but back flip into the alcove where the grate lifted and pull down the wall switch to lift a companion grate in the W alcove across the room. To get there you need to navigate those noisy rotating blades while hopping along the column tops. When you reach the W alcove, pull down a second wall switch and make your way carefully over to the N alcove where a final grate has lifted and pull down the wall switch there. Safety drop to the floor and find that a block has lowered in the middle of the central structure. 

 

There's no ladder, so drop from any side and a cut scene takes over while beetles pour out from the nearby wall. Be prepared to stand jump as soon as camera control is restored, note the overhead monkey bars and sprint forward past a couple of empty jars toward the E end of the hallway, where you'll find reach-in switches in the N, E and S alcoves. Activate all three while doing your best to maintain your distance from the pursuing beetle horde. A central trap door will then open between the alcoves, so go there and climb down the W face as the beetles start falling over the edge in anticipation of greeting you down in the treasury room below. Wait until the beetles have all dropped down, then release, run forward and climb up onto the higher ledge where the beetles can't follow.

 

Take the MECHANICAL SCARAB from the plinth as cages rise behind you and a new entry appears in your diary. Jump onto one of the nearer cages (it doesn't matter which one) and take a running jump E to grab the hanging block. Shimmy around two corners so you can drop to a stable surface from the far side, run to the third cage, climb it and continue climbing up the ceiling shaft to the room with the reach-in switches. Run toward the W end of the hallway, turn around and jump up to grab the monkey bars you noted earlier. Monkey swing E to the high wall, release to grab the crawl space and pull inside.

 

Crawl to an upper room with a surrounding ledge and a central platform supported by columns. Go over to the N side room and shoot the large jars. One contains a scorpion, the other a large medipack. Take the WINDING KEY from the plinth and don't be alarmed by the burst of warning music. Go over to the S side room, take a TORCH from the plinth and use one of the nearby flames to light it. Go to the E opening, drop your torch for a moment, combine the Mechanical Scarab and Winding Key and place it on the tile at the entrance to trigger the spikes along the passage. Bring your torch with you, pick up the MECHANICAL SCARAB WITH KEY and continue along the passage as you hear the gate closing behind you.

 

Shoot two jackals in the next room and note the E opening that leads to a floor lever. For now, go through the W opening and follow to an open area with steps leading up to your left. In the W room ahead is a plinth with another torch in case you didn't bring the first one with you. There's another sleeping mummy near the entrance, but there's no need to deal with it unless you just want to. Go up the steps to a surrounding ledge and go around it until your attention is drawn to a jump switch in the central structure. Activate it to open the ceiling trap door in the SE corner, go back up the steps and jump up with your lighted torch into the E passage. Use your scarab device to trigger the spikes, pick it up again and proceed with your torch into the room ahead.

 

Drop the torch onto the rising floor tile and go around the N column if you like to awaken a mummy. Return through the passage and down the steps, go E toward the room with the floor lever and look left in the open area to see a triangular opening in the NW corner. Pull inside and crawl forward to a small medipack for SECRET #13. Go across the grate for shotgun ammo and return to the open area. Enter the room with the floor lever, save your game for a timed run and push the lever to awaken the sleeping mummy and activate the scissor blades at both ends of the passage.

 

Return as fast as you can up the steps and through the trap door passage to find a lifted cage in the room where you left your torch. Climb the cage, pick up the torch and turn to hop NE before the cage lowers again. Light the rope in the alcove to release a giant star that rolls down and shatters part of the S wall in the open area down below. Shoot the jars on the E and W ledges for 2 x uzi ammo. You're through with the torch, so you can leave it here. For a secret, slide down N from the W ledge and jump near the bottom of the slope to activate a jump switch that opens a trap door. Slide down the rest of the way and go through the W opening. Turn left at the end of the passage, go up the steps and find the opened trap door at the SE corner.

 

Pull up into a passage and follow to a deep room. Jump the column tops clockwise, pausing for flares, until you reach the opening at the NE corner. Follow around past two circular blade traps and run quickly around the corner into the next room for SECRET #14 before the dropped ball releases its spears. Collect the flares, large medipack and explosive arrows before shooting the central jar for that elusive CROSSBOW. Crawl under the spear ball and return to the open area where the giant star fell and go through the S opening.

 

Sprint over the bridge to stay a step ahead of the triggered blades and crawl E along the passage to avoid a horizontal blade trap. Step into the shallow hole and hop back immediately to minimize damage from a third kind of blade trap. Repeat and follow to a ledge overlooking a puzzle room. Drop down, note the ladder you can use to climb back up and face the central field consisting of ten squares, several of which are covered by grates. You can now choose between two different ways of proceeding, so save your game here if you'd like to try both.

 

Pushpiece Puzzle Route

 

Step into the near right (SE) square and place your scarab device so that it scoots under the grate and raises a cage. Pick up the device at the other end, climb the cage and take a running jump to grab the N opening.

 

Pull up, run forward and open the ceiling trap door. Pull up E for shotgun ammo and step toward the wide passage to trigger a gauntlet of swinging blades. Work your way past them and ready a weapon to deal with two jackals just around the corner. Continue up some steps and watch out for the spike pit at the entrance to a new room. Hop to the ledge and observe that you now face a pushpiece exercise that first requires triggering the spikes in the pathways. Climb down the N side of the ledge to find an opening at each corner of the room.

 

Go through the NE or SE opening and follow to a side room with a floor lever that disables some of the spikes and activates the scissor-blade trap at the entrance. Go to the companion side room via the NW or SW opening and push the floor lever there for similar results. Return to the pushpiece room, climb the S ladder and jump to the pushpiece field. Move the nearer piece to a marked tile W and hop back as hammers descend to crack the piece and reveal the SECOND CARTOUCHE PIECE. Repeat with the other pushpiece and collect the FIRST CARTOUCHE PIECE.  Combine them, hop to the N ledge and place the BA CARTOUCHE in its receptacle to open the gates to a room with a wall mural similar to the one you saw at the beginning of this level.

 

Hop into the shallow E hole for a large medipack, hop back out and go over to the W hole. If you were to hang from the edge and release, you'd trigger a cut scene leading to the level's soon conclusion. If you'd first like to play the alternate path alluded to above, save your progress to date in a separate slot and reload the savegame you may have made earlier as suggested several paragraphs above.

 

Squishy Block Route

 

Step into the near left (SW) square and place your scarab device so that it scoots under the grate and lowers a block at the N end of the field. Pick up the device and safety drop down the floor hole. Walk forward N to trigger a gauntlet of hammers like the ones you encountered earlier in the level. To get past them, time a running jump over the first column to grab the next one. Pull up at an opportune moment and take another running jump to grab the N ledge. Pull up, and for a secret turn around, hop back and stand jump to activate the timed jump switch on the back side of the last column. Immediately side flip left to minimize damage from the blade trap you triggered upon landing and make your way quickly to the timed gate in the middle of the E wall.

 

Enter the next room for SECRET #15, take the spare REVOLVER from the plinth and shoot the jars to reveal grenade gun ammo, a large medipack, revolver ammo, shotgun ammo, a CROSSBOW and explosive arrows (collect them quickly as ceiling spikes descend, even though they don't appear to be terribly dangerous). Pull down the wall switch and push it back up to re-open the exit gate, make your way to the S wall while being mindful of the blade traps in the shallow floor holes and climb up to the ledge.

 

Make your way past the hammer gauntlet a second time and when you pull up onto the N ledge run forward into the opening ahead and side jump past the circular blade trap as you hear the sound of a door opening further down the passage. Continue to a slope and slide down to a sand-filled passage. Sprint forward as the sand rises toward a spike ceiling and pull up left at the end. Follow to a squishy block passage and save your game before entering.

 

Run forward (W) to trigger the squishy blocks and stop after the first one. Face SW, as near as possible to the second squishy block, and when it moves away jump into the S passage for SECRET #16 and pick up the uzi ammo for your trouble. Walk up close to the squishy block, angle left and when the block moves away run off quickly to find refuge in the safe area. Make your way W past the remaining two squishy blocks and enter the crawl space. Climb down the ladder at the end and note the spikes down below.

 

Back flip before you reach the spikes and take the SECOND CARTOUCHE PIECE from the plinth. Three mummies awaken as the N gate opens. Enter the N alcove, turn around and jump to grab the ladder. Climb up to a ledge encircling the room you just left. Shoot the E jar for uzi ammo and go around to the W ledge for more uzi ammo. Climb the ladder in the NW column and back flip onto a higher ledge for revolver ammo. Note the flame-protected pushpiece and pull down the timed switch in the E wall to turn off the flames for a few seconds. Reverse roll and push the piece to the far wall. Hop back as hammers descend to smash the piece and reveal the FIRST CARTOUCHE PIECE. Combine the pieces, hop to the S receptacle and place the BA CARTOUCHE to raise a cage behind you.

 

Climb the cage to an even higher balcony area and shoot the jars for grenade gun ammo, shotgun ammo and a small medipack. Go to the W opening and slide down the slope to trigger a cut scene. Here is where the two routes converge.

 

While Lara is recovering from her nasty fall she's being fired upon by a demigod and attacked by two jackals. The demigod is awfully hard to kill, which may explain all that accumulated weaponry. Anyway, when he dies with a satisfying explosion, he leaves behind the HAND OF ORION. Note the closed E gate, go up the steps toward the W alcove, turn around and look up to see  the large jar perched on a high ledge. Shoot it with your crossbow or revolver combined with the laser sight to hear the chimes of SECRET #17.

 

Turn around, shoot the jar blocking the receptacle in the W wall and place the Hand of Orion to open the E gate. Go there, enter the room and take the triangular artifact from the tall plinth for a concluding flyby.